L L4D2node

CBasePlayer::EquipSuit

0x007a8e70 · 60 bytes · __cdecl

_ZN11CBasePlayer9EquipSuitEb

Decompiled

undefined (1 param)

/* CBasePlayer::EquipSuit(bool) */

void CBasePlayer::EquipSuit(bool param_1)

{
  undefined3 in_stack_00000005;
  
  if (*(char *)(_param_1 + 0x1ac9) != '\x01') {
    (**(code **)(*(int *)(_param_1 + 0x1a40) + 4))(_param_1 + 0x1a40,_param_1 + 0x1ac9);
    *(undefined1 *)(_param_1 + 0x1ac9) = 1;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)